====== v. 5.1 rev 1 ======
m_ActionBars: .toc bump for 5.3
m_ActionBars: .cfg structure updated
m_ActionBars: exit vehicle button when docked will always have its position locked by last available Bar1 button
m_ActionBars: PARTY/RAID events replaced with new GROUP_ROSTER_UPDATE event to properly handle mark bars
m_ActionBars: removed couple config values from RaidMark and WorldMarker bars
m_ActionBars: fixed the issue with bars not disappearing properly during a pet battle
m_ActionBars: raid mark bar will be shown in party group even if you are not a leader

====== v. 4.2 rev 2 ======
m_ActionBars: reworked button styler module, now compatible with 4.3
m_ActionBars: removed old cooldown scaling function (replaced with a simplier solution)
m_ActionBars: accidentally included old version of the add-on that caused huge CPU cycles leaks, so it's fixed now
m_ActionBars: minor fix for RangeCheck module
m_ActionBars: marking bar will now be available in party even if you are not a leader
m_ActionBars: fixed macro text being hidden even if set otherwise in cfg.lua
m_ActionBars: implemented new ExtraBar button (4.3)
m_ActionBars: reposition (update cfg.lua) for new ExtraActionButton1
m_ActionBars: slight ExtraActionBarButton1 rework
m_ActionBars: few fixes for the ButtonStyler module to avoid taint
m_ActionBars: little fix for the marking bar, now you should only see it in raid if you're either raid leader or assistant

====== v. 4.1 rev 3 ======
m_ActionBars: petbar will not 'jump' for shamans if it does not overlap with totembar anymore
m_ActionBars: added TotemBar holder to the testing function
m_ActionBars: added Dungeon Journal and Raid buttons to MicroMenu bar

====== v. 4.1 rev 2 ======
m_ActionBars: adjusted petbar and micromenu position due to scale of those bars, so changes in cfg.lua required for those 2 bars
m_ActionBars: removed old totembar scale and opacity vars
m_ActionBars: petbar repositioned to be right on top of your 2 main action bars (cfg.lua)
m_ActionBars: removed specific petbar position for Death Knights and Shamans
m_ActionBars: default value for ammount of buttons displayed @ stance bar now set to 6
m_ActionBars: fixed EVB_user_placed var
m_ActionBars: implemented 1 more action bar
m_ActionBars: modified visibility conditions for ExtraActionBar
m_ActionBars: added ability to set keybinginds for new ExtraActionBar via /kb mode
m_ActionBars: implemented experimental fix for a prowling bar hack incorrectly functioning after talent switch
m_ActionBars: removed MainMenuBar_UpdateKeyRing() call due to 4.2 changes
m_ActionBars: complete code overhaul and restructure
m_ActionBars: config file redesigned so it's easier to maintain and update it, so unfortunately you must update your cfg.lua

====== v. 3.7 rev 5 ======
m_ActionBars: implemented style for flyout multicast buttons (hunters, mages and warlocks rejoice!)
m_ActionBars: fix for recall totems button position
m_ActionBars: and another fix for totembar slot buttons having wrong size and missplaced anchores
m_ActionBars: reanchor totemtimers frame to buttons' slots so we can have them for any "Call" page
m_ActionBars: totembar moved down a little to compensate for summon button position adjustements

====== v. 3.1 rev 6 ======
m_ActionBars: cfg.lua updated with new options so you HAVE TO reconfigure your bars
m_ActionBars: added abiliy to set spacing for each bar individually
m_ActionBars: option to show micromenu on mouseover
m_ActionBars: fixed HotKeys apearing in combat even if cfg.hide_hotkey set to true

====== v. 2.1 rev 1 ======
m_ActionBars: consolidated 2 of the bar styling functions
m_ActionBars: allow player to choose the exact amount of buttons he want to see for each bar
m_ActionBars: new ability to set up to 3 rows for each action bar (together with the ability to set bar orientation this should cover all possible bar layouts)
m_ActionBars: bar holder size now adjusts dynamically when you change the amount of visible buttons
m_ActionBars: added option for totembar scaling
m_ActionBars: added extensive options list
m_ActionBars: all the options transfered into a new file cfg.lua

I actually know why they did this. I asked myself why they did not do this until now.

On live they have duplicate actionbuttons when in a vehicle. So if you hide the vehicle frame completly you still have all the buttons on your bonusactionbar.

I have no clue why Blizz did not make use of that earlier or even worked around it.

So they finally kicked the vehicle buttons and reparented and rescaled the bonusactionbarbuttons instead when in a vehicle.

Good choice, to bad it gives us a hard time using the BonusActionBarFrame again.

But I think this should be easy to handle. We just need to hook the Blizzard API widgets they are using to re-parent, re-size.

Example for SetTexCoord on a given frame "nt"

Code:

local function ntSetVertexColorFunc(nt, r, g, b, a)
if nt and r==1 and g==1 and b==1 then
nt:SetVertexColor(1,0,0,1)
end
end
local nt = texture
hooksecurefunc(nt, "SetVertexColor", ntSetVertexColorFunc)

Same can be done for SetParent, SetSize and so on. Just make sure you check the values inside that function. Otherwise you cause a stack overflow.

atm we need to rewrite this shit to have a working bonusbar but cause taint with vehicle. That's what i have, Monolit use the same method at the moment.

Code:

-- TEMP REWROTE OF A SHITTY BLIZZZARD FUNCTION FOR BUILD 12875
-- SERIOUSLY BLIZZARD WHY YOU RESCALE BONUS BUTTON 1 TO 12 WHEN BONUSBAR SWITCH
-- AND WHY YOU REPARENT IT EACH TIME? SERIOUSLY LOL
-- WE CAN DO ANYTHING AT THE MOMENT WITH IT WITHOUT CRASHING OR TAINTING UI.
-- REWROTE UNTIL WE FIGURE OUT A WAY TO NOT REPARENT - RESIZE WITHOUT TAINTING/CRASH
-- THX FOR DESTROYING BONUS BAR, OMFG
do
if TukuiCF.actionbar.enable ~= true then return end
TukuiDB.SwitchBar = function()
local barType = GetBonusBarOverrideBarType() or "default"
BonusActionBarFrame.currentType = barType
end
SetupBonusActionBar = TukuiDB.SwitchBar
end

Originally posted by Monolit Oh Dear, indeed that thing was driving me nuts before I realized that I have to replace whole function to get my bonusbar properly functioning :/
Lets hope they will change it... But well, if they don't, I guess this is the only way to solve this issue without major taint issues. After all it's working!

Yeah but it's tainting/crash sometime (rarely) when entering or exiting vehicle while in combat but it work 100% fine with bonus bar/stance. Also i see you are using EnableMouse() bar switch and buttons. It doesn't taint UI at all? i doubt a lot on this. I tried everything, EnableMouse(), SetScale(), SetPoint() while the bar switch and nothing was working 100% fine while entering/exiting vehicle in combat, same for just a stance bar switch, it taint when in combat.

Originally posted by tukz hehehe you wrote a "angry" comment to Blizzard with SetupBonusActionBar() function too. I hate Blizzard for what they have done with bonusbar in cataclysm. I'm actually using the same method since first day mods are enabled and seriously i don't understand why Blizzard did that this way.

Oh Dear, indeed that thing was driving me nuts before I realized that I have to replace whole function to get my bonusbar properly functioning :/
Lets hope they will change it... But well, if they don't, I guess this is the only way to solve this issue without major taint issues. After all it's working!

hehehe you wrote a "angry" comment to Blizzard with SetupBonusActionBar() function too. I hate Blizzard for what they have done with bonusbar in cataclysm. I'm actually using the same method since first day mods are enabled and seriously i don't understand why Blizzard did that this way.

First off, great addon! Thanks for getting this working so fast on beta.

Even with no gui it was very easy to edit, but I do have a suggestion. If you can would it be possible to add an area in the cfg.lua file to turn back on the display of bags and the micro menu? I already have so much crap keybound that it's hard to have to do those as well.

Originally posted by ezarra All the action bars are showing up as short 8 button bars. I looked at the lua but didn't see an obvious setting ...

Oh Gosh people, would you make haste slowly?
This add-on was developed for whole 2 days (!) and in-before making any options my aim was to simply get actionbars functioning like they normally should. Having done that, now I can put some time into making it more user friendly thus new version (1.1) has a proper configuration file with a decent number of settings including stuff like specific number of rows and visible buttons for each bar.

Evilsithgirl
This add-on utilizes default blizzard action bars so you have to enable them in interface menu under ActionBars section.

I am only getting the main bar to show (and the shapeshift bar). I've set hide side bars to false however they do not show (even though I know there are actions on them) and the /extra command does nothing for me.

All the action bars are showing up as short 8 button bars. I looked at the lua but didn't see an obvious setting for setting the bars to either normal or short without going in and changing the calls for mainbar, bottomleftbar, etc.

I guess this is the way to go, though I would suggest setting something up top in the configuration area

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